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Struggle is an upcoming single-player megawad for Doom 2 with limit removing compatibility. It features new weapon and monster replacements, edited with DeHacked patch. Some of original monsters are also slightly changed, so it's recommended to check out the info below before you play this one. Since this wad uses heavily modified DeHacked patch, it is recommended not to use other custom gameplay patches. Also, par time, which is designed for ZDoom users, is based on UV-Max playthrough, not UV-Speed.
The current version is Beta 5. This version includes five more levels (27 in total), and several changes in gameplay. This time, I want to thank @loveless for providing helpful feedback during the live-streaming. :) The next version will be release candidate 1, which will include five more levels, making this mod "a full megawad".
= Changelog for Beta 5 =
= Screenshots =
= Download Link =
Click here to download (Beta 5)

March 19 is my birthday. To celebrate the day myself, here the new version of Struggle; fifth beta version. This version includes five more levels (27 in total), and several changes in gameplay. This time, I want to thank @loveless for providing helpful feedback during the live-streaming. :) The next version will be release candidate 1, which will include five more levels, making this mod "a full megawad".
= Changes in Beta 5 =
- Added MAP21, 22, 23, 24, and 25
- Minor changes in previous levels
- Added Antaresia Elite
* Antaresia Elite has 35% more HP, more aggresive behavior and speed, and 1/5 pain chance then the original one
* Antaresia Elite only appears in the last episode, and it drops a blue skull relic that opens the locked door.
- Adjusted first person weapon sprites
- Added new sprites for revenant's missile
- Replaced several sprites in the levels, including Afriest Turret
- Reduced the damage of Leichenfaust 2000 from 90 to 50
- Reduced the speed of grenades from 35 to 30
- Reduced the speed of revenant's missile from 20 to 18
- Reduced revenant's missile damage from 9 to 8
- Increased Afriest Turret's firing delay for 50%
- Afriest now has lesser health (600 -> 540)
- Fixed a bug that Afriest Turret couldn't shoot the next target, once the first one is killed
= Screenshots =
= Download link =
Click here to download

An updated version of MAP28, based on the @elmle's Wild-Max playthrough. While the purpose of this version was to make wild difficulty more intense, I also made some minor changes for UV. So I re-recorded UV-Max demo for it, which is 41:31 long.
- Minor changes in layout to prevent some cheese strats.
- Added 100 more arch-viles for wild difficulty.
- Fixed the possible glitch that breaks the wild playthrough.
- Increased the amount of monsters on ultra-violence from 21,542 to 28,350
Click here to download

A 70-minutes-long-FDA for this level. Recorded with complevel 9 on UV. Here are some suggestions for this level:
- Architectural details, including texture usage, were designed really good to show the environment of giant, metallic warehouse. We have outside storage area, large underground container depot, and hazardous sewage canals. And every area is decorated with proper textures and lighting effects. But, speaking of which, several areas are too dark to navigate around or find items on the floor. Even if I increased gamma correction during the demo recording, it was hard to figure out what's on the floor in the dark area.
- Combat is good enough to enjoy the level for an hour; I enjoyed the overall gameplay on ultra-violence. Some people may find that lack of giant setpiece with lots of monsters, especially for a level with this size, is kinda boring. But it's a good sign for players who don't like slaughtermaps. Don't get me wrong, it has some moments to make the player nervous for good.
- Despite the fact that this level has outstanding architectural details, lack of custom skybox is kinda disappointing. But it's just my personal opinion; I always think that levels with lots of custom textures, like this one, should include a new skybox to make the environment even better.
- Secret areas don't have significant visual hints around; I only relied on the automap to find secret areas. It would be better if there's a small hint for each secret place.
- Thing 1302 and 1304 become unobtainable, once the floor is raised. Check the demofile for more information (around 56 minutes).
- Demo is ended with a critical flaw; a player can be stuck behind the lift, sector 417. I check the level on DB2, and they're tagged as walk-repeatalbe actions, instead of switch-repeatable. I suggest you to either change the line-action, or fill the gap between the lift and floor.
Anyway, thank you for making this level. I hope to see the updated version in the future.
cpt2_antares.zip

First thing first. I'll let that person play Doom 2016.
Then I'll bring Sunder, SF2012, Swift Death, and Sunlust. "Yes, now we know how to place monsters better than you guys. Good luck, and have fun. :)"

I won't say that I didn't enjoy E3M8 and E4M8. What I didn't like, however, was that the spider mastermind was too underwhelming as the final boss of the game. Sure, it does look cool. But I would buff it with more health, more than a cyberdemon at least, faster movement speed, and lesser pain chance.
For Icon of Sin, I'd make some various phases, instead of a single stage with cube-spitting giant face until the end. I'd even make the monster spawner as a vulnerable turret, instead of invisible annoyance. The final phase greets the player with ridiculously overpowered boss monster that can fly around 64 units per second, while it can spit fireballs all over the place.

Knight grid (Two steps forward and one step side) is a good solution to use. But I found it a little bit hard to align the textures, especially if you're using textures with 64-units wide panels. So I'm using 3:4:5 triangle design, whenever I need to design diagonal lines in techbase level. It's much easier to align panel-design textures with this method.
And of course, I also do like to use octagons, especially I need to draw columns, or lights on the ceiling. :)

I'm not gonna lie. I still rely on designing rectangular structures, just because they're easier to draw than curved lines. This habit was even stronger when I was making early levels of Struggle; about 3 years ago. Probably I could try GZDB to use curve line tool, but I'm still happy with my good-old Doom Builder 2.

I don't know what exactly happened; what I did was relocating 7.5k monsters, which were hidden behind the skybox, and deleting 2.7k things in the playable area. And yes, it's unfortunate that it's hard to get decent frame-rate with PrBoom+ for this giant level. But you can still have a decent frame rate, if you run this level with GLBoom+.

Here's the updated version of my submission; MAP28. This also includes new UV-Max demo, which is 33 minutes 4 seconds long.
- Optimization for PrBoom+ players, with a slight frame-rate boost.
- Further decrease the time between monster teleportations in the last stage.
Click here to download
* P.S.: Author's Comment "Try to load this level with GLBoom+, if you're having a frame-rate issue. Thanks, and have fun."